@mqk9999 I compiled for you, but I don't know if works.. please try this:
http://tinyurl.com/hcsnzfq
@mqk9999 I compiled for you, but I don't know if works.. please try this:
http://tinyurl.com/hcsnzfq
you know : if i were you i'd offer compiled stuff only if you mention where you took the source from (for example: here is the compiled code, taken from some github branch followed by certain commit number). Otherwise if a bug happens you'll confuse devs (we dont want to confuse devs!)
Thanks. I edited the post above!you know : if i were you i'd offer compiled stuff only if you mention where you took the source from (for example: here is the compiled code, taken from some github branch followed by certain commit number). Otherwise if a bug happens you'll confuse devs (we dont want to confuse devs!)
Dunno if this was brought up, but Mystic Quest has stuttering issues due to it being one of the few games that use SRAM as temporary storage. The stuttering is the emulator saving the SRAM to a file every so often due to writes having been done within each update period. You see this in battles and particularly in the first town.
Here's my thoughts.i guess all games that do this would stutter now. a few updates back, the timer that wrote sram to the sd was lowered from like 30 seconds, since some people were losing their saves.
but other than changing the sram timer on a per game basis, i'm not sure how this kind of behavior could be addressed. maybe a timer that only writes to sram after x seconds have passed without any changes to sram? that would maybe tone down the stuttering a little. but not completely.
or save sram to sd only when switching games/closing the emulator... but then, people might lose saves because of crashes/different shut downs of the 3ds
I don't know if this will help, however I will try to describe the problem in Mickey to Donald - Magical Adventure 3 (Japan) (I am using a fan translation by RPGOne, btw) with more details.
@mqk9999 I compiled for you, but I don't know if works.. please try this:
http://tinyurl.com/hcsnzfq
Used version 52348ed from github https://github.com/bubble2k16/snes9x_3ds
I used makerom with the files in the source codeHello, what flags did you use to build that CIA? @bubble2k16, that CIA works fine on Gateway.
If they still need a 3DS for development, I have a spare O3DS with A9LH. @Radius4Yes. The guys who make RetroArch didn't have a 3DS in their hands up until now.
Some awesome guys on Twitter sent them two O3DS and an N3DS, so I'm sure you'll be seeing performance improvements for CATSFC, PocketSNES and Snes9X-Next and in the future.